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【情報】官方7/8更新 個人中文翻譯

樓主 吐司 a24622089
GP7 BP-
大家好,我是老玩家在7/11才回鍋的
回鍋時發現7/8有更新and洗白,經搜尋未找到詳細的更新說明
故發此文章,希望可以給新來的玩家做參考
小弟英文沒有說很好,如有錯誤歡迎糾正

Combat Update Details
戰鬥更新詳細內容
 
Note from the Team:
來至本團隊的說明:

Combat Update Notes:
戰鬥更新說明事項:
 
For those that don’t know me, my name isbronstahd (Garrett Fern), and I’m a combat and gameplay designer working onH1Z1: King of the Kill.
Tomorrow we are releasing an update we’veinternally termed “the combat update” which is the result of a focused pushtoward improving combat and related gameplay systems.
I wanted to spend some time talking aboutseveral of these changes in greater detail to give some insight into what’schanged and why we’re excited about this update’s release.
向那些不認識我的人自我介紹,我的名字是bronstahd (Garrett Fern),我是負責(H1Z1: King of the Kill)的戰鬥與玩法的設計師。
明天我們將推出我們自稱為"戰鬥升級"的更新,其重點是為了提升戰鬥相關的遊戲系統。
我想要花一些時間來更詳細的說明這些改變並給予見解,也說明我們為什麼對於這次的更新的版本感到興奮
 
Shotgun
霰彈槍
 
We’ve continued working to improve theconsistency of the shotgun.
Our goal is that the shotgun should be apowerful, up close threat.
This update further tightens the shotgun’sspread of fire, making it more powerful up close.
In addition, the shotgun’s damage will falloff over distance, so it isn’t too powerful at range.
The feedback we’ve seen has been positiveso far, so we’re really looking forward to seeing these changes on the liveservers.
我們持續努力的改善霰彈槍的合理性。
我們的目標是將霰彈槍在近距離時是最具威脅性的。
這次改版更進一步的緊縮霰彈槍炮火的擴散,讓霰彈槍在近距離時更強。
此外,霰彈槍的傷害將會隨著距離降低傷害,也因此霰彈槍的範圍傷害也不強。
到目前為止我們看到的反饋都是正面的,所以我們非常期待在伺服器上看到這些改變。
 
Cone of Fire
彈道
 
Recently, we added Cone of Fire adjustmentsbased on your character's movement state.
We did this because, put simply, guns wereperforming far too accurately when running and jumping.
Philosophically, our belief has always beenthat aiming down sight should be the most accurate method of aiming; thischange made sure that's the case.
近期我們增加了在角色運動狀態下的彈道調整。
簡單來講,我們這麼做是因為在跳躍與跑步時,槍的展現太過於準確。
從哲學上,我們相信一向都是在肩射(瞄準射擊,H1Z1的右鍵) 的情況下,是最準確的瞄準方法。
 
However, it was also possible to aim downsight while jumping, which also allowed for tremendous accuracy in a way thatdidn't make sense.
This update addresses that issue bypreventing ADS while jumping or falling.
This has also allowed us to ease up on someprevious combat restrictions around movement and it will now be possible toshoot and ADS directly from sprint.
You'll no longer have to wait for yourcharacter to slow down and suffer a delay when trying to shoot.
然而它也有可在跳躍時使用肩射(瞄準射擊,H1Z1的右鍵) 的情況下,獲得優良的準確度,這是沒有道裡的。
這次更新透過制止ADS(aim down sight,瞄準射擊,H1Z1的右鍵)解決了當跳躍或落下時的這個問題。
這也讓我們緩和以前環繞運動的一些戰鬥限制
且現在將可以在衝刺並ADS(aim down sight,瞄準射擊,H1Z1的右鍵)時進行射擊。
你將不再需要於試圖射擊時,等待你的角色慢下來後再忍受一個延遲。
 
General Weapon Polish
一般武器優化
This update also contains a lot of generalweapon polish. In no particular order, here's what you should expect to see:
這次更新也包含了許多一般武器優化,如下:
• Historically, melee weapons have beenunderwhelming and of little use. As a first step toward addressing this, we'veincreased melee weapon damage across the board. This won't entirely fix meleeweapons, but it should be a noticeable improvement:
過去,近戰武器一直給人並沒多大用處的深刻印象,
我們已經全面的提升近戰武器的傷害來做為解決這問題的第一步。
這不會完全解決近戰武器給人的印象,但它將會是一個顯著的改善。
Fists: 4.5 damage -> 9 damage
拳頭:4.5傷害-> 9傷害
Combat Knife: 10 damage -> 21 damage
戰鬥刀:10傷害-> 21傷害
Machete: 12 damage -> 25 damage
開山刀:12傷害-> 25傷害
Wood Axe: 16.5 damage -> 34 damage
木斧:16.5傷害-> 34傷害
• Since our last change to the AK-47 we'vebeen listening to the community and the feedback has been pretty clear: it'snot powerful enough when compared to the AR15.
自從我們上次修改AK-47之後,我們一直聽到各界的回應與反饋中很明確的指出:相較於AR15,AK-47的火力不夠強大。
 
We've been internally testing a faster firerate for the AK-47 which we'll be rolling out with this update. Here's what youshould expect to see:
我們已在內部測試AK-47的射擊速度,將在這次更新中推出,如下:
The AK-47 should be faster than AR15 infull auto fire, but more difficult to control.
在全自動射擊下(按住)AK-47射擊速度比AR15快,但更難以控制。
The AK-47 should be closer in speed to theAR15 when tapping.
在點發下,AK-47射擊速度接近於AR15
Specifically, the delay between shots hasbeen reduced from 160 ms -> 145 ms.
具體來說,此射擊延遲間格從160ms簡化成145ms
We think this change will create nice sometrade-offs between the weapons and make the AK-47 a compelling choice onceagain.
我們認為這次修改將會創造好的武器平衡,並讓AK-47再次成為一個不錯的選擇。
 
Increased the damage of the R380 from 15-> 17 to reduce the number of shots required to kill with it by one.
增加R380的傷害從15->17來減少使用它殺人時,所需要的擊發數。
Decreased the damage of the M9 from 19-> 18 to allow time to apply healing after taking five shots. Previously itwasn't possible to apply any type of healing before bleeding to death.
減少M9的傷害:19->18,以便在被開5槍後可以進行治療。
以前是不可能在流血致死前,進行治療。

We've made some adjustments to the M47 Gas Grenade that should make them far more viable as a thrown weapon option:
Damage increased from 1/tick-> 3/tick.
Duration reduced from 60 seconds -> 20seconds.
我們對M47瓦斯彈進行調整,使它更能成為投擲武器的選項:
增加傷害:1/tick-> 3/tick (tick為系統的相對時間單位,這裡姑且翻週期)
減少持續時間:60 -> 20秒。

Depending on the weapon, it used to takeanywhere between 0.5 seconds to 1 second to change from one weapon to another.This time has been reduced to 0.15 seconds for all weapons.
過去在根據不同的武器間切換需要約0.5秒~1秒之間。
現在不論任何武器都只要0.15秒。
Weapon slots will always be assigned thesame number, regardless of whether or not there are weapons in other slots.
武器槽將總是分配在相同的編號,不管這武器是否已經在其它槽裡。
 
Damage Log
傷害記錄
We believe that when a player dies itshould be very clear to them what killed them.
That’s not always the case currently.
As a first step towards remedying this,we’ve added a damage log to the death screen that will display how much damagethe attack that killed you did and whether or not it was a headshot. Movingforward, the plan is to re-work the death screen so we can display even moreinformation about cause of death.
我們認為當玩家死亡時,他們將會非常清楚知道他們是如何死的。
但是往往事實不是如此。
我們已增加一個傷害記錄顯示在死亡視窗上,其將會顯示你被殺死時受到多少傷害,無論是不是爆頭。
未來計劃為重新製作一個死亡介面,讓我們可以顯示更多的死亡相關資訊。

Body Armor
身體護具
We've also made some changes to the wayArmor works that should improve the reliability of body armor:
The entire body (chest, arms, and legs) isprotected by Body Armor.
Helmets still protect the head.
我們也做一些改變護具防護的方式,將會提升護具可靠性:
身體護具可保護整個身體(胸、手臂、腿)
頭盔仍然保護頭部
 
Hit Reactions
命中反應
Hit reaction animations would cause theother character's head moved, often preventing a quick follow-up shot fromregistering as a headshot when it should. Other characters will no longerflinch out of the way when shot.
命中反應動畫會使角色的頭移動
這可常態性的防止當遭到快速射擊(短時間內多發)的時候,被判定為爆頭。
角色射擊時將不再出現Flinch(退縮)閃躲反應。
Flinch:現實中,槍手開槍時對後座力的內心恐懼造成的反應。
 
Camera & Reticle Improvements
相機(視角模組)&準星改進
 
We've made a couple of improvements to thereticle.
我們將準星做了一些改進。
We’ve added a new element to the reticlethat increases in size to display Cone of Fire information based on playermovement.
我們增加一個準星新的元素,準星會根據玩家動作增加準星尺寸去呈現對應的彈道資訊。
Improved color saturation and added cleareroutline which should make seeing the reticle, even small reticles, much easier.
改進色彩飽和度且增加更清晰的輪廓,變得更能看到準星,就算是更小的準星。
In most cases, projectiles now originatefrom the camera rather than the weapon model.
This change significantly reducesprojectile collisions with medium-height cover like fences, rocks, cars, andsimilar objects and also improves projectile performance when fighting uphillor against players on top of buildings.
在大多情況中,拋射物(可看成手榴彈類的武器)現在源至於相機(視角模組)而非武器模組。
這個改變很明顯的降低拋射物與中等高度物體的碰撞,包含像是圍籬、石頭、車等類似的物件;也改進拋射物面對玩家在上坡或在建築物屋頂的戰鬥性能。
準星:H1Z1中,設定裡的"reticle"標籤頁可以調整
 
In some cases, it was possible for oneplayer to have clear line of sight on another player, due to the camera beingoffset above their head, while actually being obscured from the other player’sview.
We felt this would be unfair, and in thesecases (generally, when your character is very close to medium-height cover)projectiles will still originate from the weapon model. We’ve added feedback tothe reticle to make it clear when this is happening.
在一些情況下,有可能會一個玩家會由於玩家另一個玩家而導致視線不良,這是因為位於他們頭頂上相機(視角模組)相互抵消,事實上就是被另一個玩家的視角給遮住了。
我們覺得這是不公平的,在這些情況下(通常是你的角色很接近一個中等高度的掩蔽物時)拋射物將會源至武器模組。
我們已增加反饋至準星去搞清楚這狀況。
 
General Gameplay
一般遊戲性
 
Respawn:
重生
Select a respawn region upon death: Nowupon death, you'll be presented with a spawn selection interface. From thisinterface you'll choose a grid square to respawn within. Your actual locationwill be random within chosen grid.
選擇死亡重生區域:現在死亡,將會顯示一個出生選擇介面(跟地圖一樣)。從這介面你必須選擇一個正方格內來重生。你的實際出生點將會在選擇的格子內隨機出生。
 
Vehicle Anti-Hoarding measures:
車輛反囤積措施:
 
In an effort to combat vehicle hoarding andto give more players an opportunity to obtain a vehicle we’ve made thefollowing changes.
為了努力打擊車輛囤積狀況與讓更多玩家有機會獲得車輛,我們做了以下得改變。
The changes are intended to make vehicles alittle more transitional so that you can find one, use it up, and then moreeasily find another one.
這改變是為了讓車輛多一點過渡性讓你可以找到並使用它,並且更容易的找到另一臺。
Vehicles now decay their condition slowlyover time. They will fully decay in a little over two days.
車輛現在會隨著時間慢慢的損壞。它們將會在2天內完全損壞
Wrenches spawn in the world but are muchrarer. They will always spawn with full durability.
扳手產生於世界的機會更少。產生時耐久度會是滿的。
Wrenches will lose 100 durability per swingon a vehicle.  Wrenches have 2500, sowhen repairing a vehicle they can only hit 25 times.  Each hit will repair 2% of the vehicle’smaximum condition.
扳手每次揮擊將失去100耐久度。
扳手有2500耐久度,所以當修理車子時只能打25下。每一下將會修裡2%。
Wrenches can no longer be crafted.
扳手不再能製作。
25% more vehicles concurrently spawn in theworld.
25%以上的車輛會同時產生於世界上。
Vehicles now spawn procedurally in random locationsaround major points of interest.
車輛現在產生規則是在主要景點周圍隨機產生。
That’s our first pass at the solution.  We will now observe and make adjustments asnecessary.
這是我們第一個解決方案。我們將會觀察並根據需求做調整。
 
Nomad server: This is a new ruleset inwhich you cannot build bases in the world. We will be standing up two US worldsand two EU worlds initially.
遊牧伺服器:這是一個新的規則,你將不能在這世界建造基地。
我們最初將從兩個美國世界與兩個歐洲世界開始。
Bullet conversion is being removed from thegame
子彈轉換從遊戲中移除。
The in-game map now shows your currentworld position. If you're in a group, you'll also see indicators for each groupmember
在遊戲地圖中顯示你現在於世界中的位置。如果你有組隊,你也可以看到每個隊員的位置。
Limited base building ruleset is now beinstituted across all worlds
基地建築限制規則集現在實施於全部世界。
 
Zombies are now be more abundant. We fixeda lot of issues with the zombie/wildlife spawning system which was degradingthe experience over time.
殭屍現在更多。我們修改很多殭屍與野生動物會因為時間減少產生的問題。
Characters are now equipped with a skinningknife. This knife is necessary to harvest wildlife and zombies. You can nowtarget the dead NPC and press “E” to harvest. This replaces the old method ofattacking a dead corpse with a hunting knife.
角色現在出生會配置剝皮刀。
在收取殭屍與野生動物時必須要有這把刀。你現在可以對著死去的NPC並按”E”去進行收取。這替代了使用獵刀去攻擊死屍的老方法。
 
Interaction Responsiveness
互動響應
We’ve long had problems with delays inpicking up items. It isn’t really a combat related thing, but it was a bigenough deal that we wanted to pursue a fix for this update. The time it takesto pick up items, open doors, and perform other interactions has been greatlyimproved and is now nearly instantaneous.
長久以來我們擁有撿起物件延遲的問題。
雖然這問題與戰鬥沒有關係,但是它也算是大事。我們期望於這次更新修復。
撿取物品、開門與其他互動的時間都有很大的提升,現在幾乎是瞬間的。
 
Additional Patch Notes:
其他修復說明:
Items should be more consistentlyhighlighted during looting
更凸顯物件相互爭奪時的顯示。
Removed dynamic weapon slot numbers fromthe UI
移除UI(使用者介面)動態武器槽編號。
Fixed a bug where hit-markers wouldoccasionally get stuck on
修正攻擊標誌會偶而卡住的bug
Fixed a bug where players could not meleeothers on ATVs
修正玩家無法進戰攻擊ATVs(沙灘越野車)的bug。
Fixed a bug where explosions could damageplayers through structures
修正爆炸會穿透建築物傷害到玩家的bug。
Fixed a bug where the Molotov’s fire effectwould sometimes be invisible
修正汽油彈的火焰效果看不見。
Corrected Molotov behavior so that theydamage vehicles but do not cause them to burn
更正為汽油彈可以使車輛受傷,但是不會使其燃燒。
Fixed an issue where players would renderincorrectly if they exit a vehicle at certain distances
修正玩家離開車輛某個距離會導致無法正確呈現的錯誤。
Fixed a bug where thrown grenades could gothrough players
修正丟擲手榴彈可以穿透玩家的bug。
Fixed a bug where equipping a weapon whileinventory is full could cause the player to lose the weapon
修正在裝備武器時,如果庫存已滿時會導致武器消失的bug。
Fixed an exploit where swapping backpacks aspecific way could create infinite bag space
修正使用特定的方式交換背包可以創造出無限空間背包的漏洞。
Fixed a bug where the UI would make itappear that multiple hits were registering at once
修正UI(使用者介面)導致一次的攻擊要求會出現多次的攻擊。
Fixed a bug where character would appear tobe falling when strafing against concrete barriers
修正當對混凝土路障掃射時,人物會出現掉落狀況的bug。
Fixed a bug where the reloading the AK-47while firing could prevent the reload animation from playing
修正AK-47在補充子彈時,可以經由射擊來阻止換子彈動作的bug。

以上翻譯歡迎各位指教
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